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Supreme Necklace of Prayer Beads

A magical necklace of this sort appears to be a normal piece of non-


valuable jewelry until it is placed about a character's neck. Even
then, the true nature of the item will only be revealed if the wearer
is a cleric (including, not excluding, druids and characters otherwise
able to use spells of a clerical or druidic nature such as paladins,
bards, and rangers).

A Necklace of Prayer Beads can grant unimaginable power (even summoning


a deity!). These are finely made necklaces that are granted powers on
altar from great acts of pilgrimage or religious sacrifice. They are
not "made" like magic wands when needed. These necklaces are prepared
of the best materials and then major quests or lifetimes of worship
empower them. Much like sacred minor relics, many will have relics in
their very construction, such as a saint's tooth or finger bone as one
of the power beads (or perhaps a demon prince's tooth, or a seed from
the world ash, etc. depending on the faith and alignment). Naturally
they are then rarely sold or given away. So they are VERY rare in the
extreme. They are alignment and even faith specific.

The necklace of prayer beads consists of 25-30 semi-precious (60%) and


fancy (40%) stones. The wearer will be 25% more likely to successfully
petition his or her deity to grant desired spells. There will also be
4-9 (roll 1d6+3) special beads (precious stones, gems of 1,OOO g.p.
base value, or relics, or other sacred stones etc.) in its construction
of the following sort (roll for each bead, there are no duplicates):
Die Roll

1-4 BEAD OF ATONEMENT- as the 5th level spell of the same name.
5-8 BEAD OF BLESSING - as the 1st level spell of the same name.
9-11 BEAD OF CURING - cures blindness, deafness, disease, or cure
serious wounds. (as the appropriate spell does) Evil aligned
necklaces can also CAUSE these effects.
12 BEAD OF HEALING casts a Heal spell with the added effect of
Restore Mind curing insanity or other mental issues and the
bead restores lost limbs, lost life levels, and lowered
ability scores. Lastly, it can reverse early stage curses like
lycanthropy and void poisons of any type, even those known to
be incurable. Evil clerics can opt to merely cast a Harm
spell.
13-14 BEAD OF KARMA - allows the cleric to cast his or her spells as
if he or she were 4 levels higher (with respect to range,
duration,etc.) for 10 minutes (1 turn).
15-16 BEAD OF WIND WALKING - as the 7th level spell of the same
name.
17-18 BEAD OF SMITING - Wearer can smite up to 300 feet distant in a
20 foot blast radius against any opposed alignment targets
doing 5d8 damage to each creature and 10d6 to any outsider
he/she chooses. Targets are also blinded for 1d6 rounds

1
(minutes).
19 BEAD OF CALLING - Summons a powerful creature of appropriate
alignment from the Outer Planes (a Solar, Deva, Demon, Deamon,
Devil, etc.) to aid the wearer for one day. (If the wearer
uses the bead of summons to summon a deitys emissary
frivolously, the deity takes that characters items and places
a geas upon him as punishment in the very least.)
20 BEAD OF SUMMONS This rare bead can call the cleric's deity
(90% probability) to come to him or her in material form (but
it had better be for a good reason!)

Unless otherwise noted all spell effects are at 20th level.

Each special bead can be used but once per day. Calling beads work only
once per week at most and the need must be most dire. The Summoning
bead generally works only once. If a cleric summons his or her deity,
the deity will take the necklace as the least punishment for vain
purposes in so doing unless there is some cosmic purpose in the
balance. The function of each bead is known only when the bead is
grasped and a commune spell used. All powers of the special beads will
be lost if they are removed from the necklace, although it is possible
they may function one single time.

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